slang-shaders/edge-smoothing/fsr/shaders/fsr-pass0.slang

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#version 450
// SPDX-License-Identifier: Unlicense
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#pragma name FSR_EASU
// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
// filter_linear0 = true
// scale_type0 = viewport
// scale0 = 1.0
layout(push_constant) uniform Push {
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO {
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define A_GPU 1
#define A_GLSL 1
#include "ffx_a.h"
#define FSR_EASU_F 1
AU4 con0, con1, con2, con3;
AF4 FsrEasuRF(AF2 p) { return textureGather(Source, p, 0); }
AF4 FsrEasuGF(AF2 p) { return textureGather(Source, p, 1); }
AF4 FsrEasuBF(AF2 p) { return textureGather(Source, p, 2); }
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#include "ffx_fsr1.h"
void main() {
FsrEasuCon(con0, con1, con2, con3,
params.SourceSize.x, params.SourceSize.y, // Viewport size (top left aligned) in the input image which is to be scaled.
params.SourceSize.x, params.SourceSize.y, // The size of the input image.
params.OutputSize.x, params.OutputSize.y); // The output resolution.
AU2 gxy = AU2(vTexCoord.xy * params.OutputSize.xy); // Integer pixel position in output.
AF3 Gamma2Color = AF3(0, 0, 0);
FsrEasuF(Gamma2Color, gxy, con0, con1, con2, con3);
FragColor = vec4(Gamma2Color, 1.0);
}